Profile
ZEPHYR "ZEPH" EVEREST
PROFICIENCY BONUS
+4PASSIVE WISDOM (PERCEPTION)
10STRENGTH
DEXTERITY
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA
Poetry +6
OTHER PROFICIENCIES
- Common
- Elvish
- Primordial
- Thieves Cant
- Simple Weapons
- Hand Crossbows
- Longswords
- Rapiers
- Shortswords
- Light Armor
- Disguise Kit
- Poisoners kit
- Thieves tools
- Writing and Poetry
- Guitar
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Aliquam egestas lectus ac metus lacinia efficitur. Morbi quis purus vitae libero dictum gravida. Donec eget nisl ex. Curabitur vitae leo sed odio aliquet accumsan. Proin egestas posuere sapien ac finibus. Pellentesque et dolor elit.
HP
TEMP HP
HIT DICE
ARMOR CLASS
SPEED
INITIATIVE
ATTACKS & SPELLCASTING
INVENTORY
- 2 Hand Crossbows
- 1 Dagger
- Rapier
- Chromatic Steel Saber
- Shortbow
- Silver Dagger
- Black Dagger
- Cloak of Many Fahsions
- Leather Armor
- Night Vision Goggles
- Ale (2)
- Bag of Holding
- Oil Flask
- Alchemist Supplies
- Guitar
- Book of Worship
- Deck of Gwent Cards
- Rabbit's Foot
- Vial of Hydra Venom
- 100g Rare Bonedust
- 8 Bags of Myconid Powder
- 2 greater healing potions
- Silver dagger
Zeph does not go anywhere without his trusted poetry book, as he has been writing poetry most of his life. Additionally, after his brother's death, he is protective over Gale's journal.
If you reach into Zephyr's bag of holding, you will find a potted lavender plant. This is not only a reminder of his late fiancee, but also helps him calm down most of the time.
CURRENCY
PERSONALITY TRAITS
I prefer not to open up to people, so I hide behind a tough exterior. I do, however, enjoy the idea of life in luxury and I enjoy fancy things.
IDEALS
In a selfish world the selfish succeed - you gotta work for yourself and not for others.
BONDS
I try not to let people into my life, as I know they never last. I am wary of people around me, but I am finally ready to let people back into my life.
FLAWS
I'm selfish, cold and I'm a prick. Stop fucking talking to me already.
FEATURES & TRAITS
Unending Breath - You can hold your breath indefinitely while you’re not incapacitated
Mingle with the wind - You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest.
Cunning Action - Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Fast Hands - You can use the bonus action granted by your Cunning Action to make a Sleight of Hand check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
Second-story Work - the ability to climb faster than normal; climbing no longer costs you extra movement.
Assassinate - Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Uncanny Dodge - when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.
Wind Speaker - The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
Allies & Organizations
Trivia
FRIENDS AND FOES
Gale
Gale was Zeph's twin brother, finally re-united after Zeph had not seen him for 18 years. He was Zeph's only friend growing up, so having him back in his life meant a lot to him. Even after his memory has been wiped, he cared about his brother more than anything, as he was his only surviving family. Unfortunately, after the events of a fire that swept through the village the party was taking a short vacation in, Gale passed away. Since Sylcan meddled in this, Zeph resents the man even more now.
Miku
Miku is quite a recent person in Zeph's life, but one that is quite important to him. He has fallen in love with this tabaxi rogue, and he finally feels joy in his life again when she is around.
Spells
- Known|Save DC - 13|Level|Per Day|Bonus - 5
- 0 4 0th 0 0
- 0 3 1st 0 0
- 0 0 2nd 0 0
- 0 0 3rd 0 0
- 0 0 4th 0 0
- 0 0 5th 0 0
- 0 0 6th 0 0
- 0 0 7th 0 0
- 0 0 8th 0 0
- 0 0 9th 0 0
0th
- Message
- Mending
- Lightning Lure
- Prestidigitation
- Gust
1st
0 used
- Thunderwave
- Disguise Self
- Fog Cloud
2nd
0 used
- Spell
- Spell
- Spell
3rd
0 used
- Spell
- Spell
- Spell
4th
0 used
- Spell
- Spell
- Spell
5th
0 used
- Spell
- Spell
- Spell
6th
0 used
- Spell
- Spell
- Spell
7th
0 used
- Spell
- Spell
- Spell
8th
0 used
- Spell
- Spell
- Spell
9th
0 used
- Spell
- Spell
- Spell
Notes
Story Inspiration - 3 points
Elemental Scar - When Zeph uses magic, the "tattoo" on his arm and chest, which is in the shape of a cloud that's moving around, lights up.
Poetic - As a hobbyist poet, Zeph uses his charisma modifier + his proficiency bonus for helping determine how good his poetry is.
Huge fuckoff scar - Due to an ancient-ish green dragon, Zephyr now has a huge scar across his face. Zeph has advantage on intimidation rolls, but has disadvantage on regular charisma checks.
Boots of Elvenkind - While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
Appearance
Zeph has cold, blue skin with grey hair that flows behind him like smoke dances in the wind. He has two grey eyes, and has facial hair if he does not shave his face regularly.
He's got three notable scars - one on his lip, given to him during his first day with the current party when a mob boss hit him in the face, and the other coming from a magic accident he had when he was in his 20s. The scar covers his left arm and most of his body, as it had grown again after he was struck by lightning. The third scar covers the right cheek, throat and shoulder, and is pitch black.
Background
Zeph grew up with his mother Zue and his twin brother, Gale, in a small farmhouse quite far away from other people. ▇▇▇▇▇▇▇▇ ▇▇▇▇ ▇▇▇▇▇▇. ▇▇▇▇ ▇▇▇▇ ▇▇▇▇▇▇ ▇▇▇▇▇▇▇▇ ▇▇▇▇▇▇▇▇ ▇▇ ▇▇▇▇▇▇ ▇▇ ▇▇▇▇▇▇ ▇▇▇▇. ▇▇▇▇ ▇▇▇▇ ▇▇▇▇ ▇▇▇▇▇▇▇▇ ▇▇ ▇▇▇▇ ▇.
▇▇▇▇▇▇ ▇▇ ▇▇▇▇ ▇▇ ▇▇▇▇▇▇ ▇▇ ▇▇ ▇▇▇▇ ▇▇ ▇▇▇▇▇▇▇▇▇▇ ▇▇ ▇▇▇▇ ▇▇▇▇. ▇▇▇▇▇▇ ▇▇▇▇ ▇▇▇▇ ▇▇▇▇ ▇▇▇▇ ▇▇▇▇ ▇▇ ▇▇▇▇▇▇ ▇▇▇▇ ▇▇▇▇▇▇ ▇▇▇▇ ▇▇▇▇ ▇▇ ▇▇▇▇▇▇ ▇▇▇▇▇▇ ▇▇ ▇▇ ▇▇▇▇ ▇▇▇▇ ▇▇▇▇ ▇▇▇▇▇▇ ▇▇▇▇ ▇▇ ▇▇ ▇▇▇▇▇▇ ▇▇ ▇▇▇▇▇▇ ▇▇▇▇ ▇▇ ▇▇▇▇▇▇▇▇ ▇▇▇▇ ▇▇. ▇▇▇▇▇▇ ▇▇ ▇▇ ▇▇▇▇ ▇▇▇▇ ▇▇▇▇ ▇▇ ▇▇▇▇ ▇▇ ▇▇▇▇ ▇▇ ▇▇ ▇▇ ▇▇. Gale did not agree with this, however, and him and Zeph parted ways.
▇▇▇▇ ▇▇▇▇ ▇▇ ▇▇▇▇▇▇▇▇ ▇▇▇▇ ▇▇ ▇▇ ▇▇ ▇▇▇▇▇▇ ▇▇ ▇▇▇▇▇▇ ▇▇▇▇ ▇▇▇▇ ▇▇▇▇ ▇▇▇▇▇▇▇▇▇▇ ▇▇ ▇▇▇▇ ▇▇,
In his early 20s, Zeph met Cailynn Arafir, a high-elven noblewoman on a masquerade party. While Zeph was supposed to carry out a hit due to a client, he ended up enamoured by this lady, and they spent the whole night just talking together. After he had lost his brother, Zeph was afraid of meeting other people in fear that they would leave, too, and yet he fell in love with Cailynn.
They would meet up after that. And again. And again. Zeph would spend every moment he could with Cailynn, and they started planning to run away together. Cailynn was already a married woman, married to the nobleman Sylcan Arafir, who she was not happy with. Zeph and Cailynn had found a run-down house on a remote island and started fixing it up, hoping to live there together as soon as possible. Thing were finally looking up in his life for once.
This was, of course, until Zeph got another client. Said client had told Zeph to carry out a murder of his wife who he suspected cheated on him. When the information came out that it was Cailynn who was this man's wife, Zeph relucantly agreed as to not raise suspicion, and told his lover this as soon as he could. It turned out they would have to run away together quicker than they suspected.
When Zeph came by to pick her up, as they would be sure Sylcan would not be home, there was no reply from her. Zeph climbed up the balcony, entering through the bedroom door and was met with a gruesome sight - Cailynn, the love of his life, was laying dead in a pool of blood with Sylcan in front of her, bloodied dagger in his hand. Zeph panicked, shooting the man in the shoulder while fleeing the scene. This is the last he saw his partner.
-----
Zeph always had magic in his blood, even though he wasn't sure why. When he decided to learn how to use this magic, however, he had an accident which left him with a scar over his entire left arm. Eventually he also grew to have a myconid powder addiction, which he later recovered from.
After this Zeph moved to the capital, living in a shitty apartment while carrying out hit after hit. Sometimes he'd stop by some taverns for a drink or two, and during one of these nights he met Vivani and Saorise. Soon enough they started adventuring, bringing Zin and Jeffry as well as other people along. It's been years since Zeph was close with anyone, and while he still refuses to open up to them, he cares about the crew immensely.